Hello all,
How does UDK arrive at the collision calculation below, it has me baffled:
and the collision mesh:
I am getting 76 collision prims with this mesh and I need the bend in it. Can anyone explain to me what UDK does to the collision mesh and would it better to cut the collision mesh up into lets say 2 parts ?
thanks
pete
Replies
Definitely something wrong and I think it's coming from modo. I am just using the thicken tool to get the UCX mesh and removing loops but I cannot select the new polys created by the thicken tool in modo which is odd behaviour. I think this is messing up the mesh.
I have had zero issues with straight modular segments but now there is a bend and the collision is going haywire. Looks like some polys are being double triangulated so modo is probably the culprit !
bloody frustrating :poly127:
Something like a bending tunnel is definitely going to be better off with per-poly collision if it's low poly enough. Otherwise, you're going to have a TON of individual primitives and that's going to be just as expensive.
Using the bend and slice tool in modo I managed to sort the collision out without prims, the cylinder in the pic below also slops upwards and bends to the right so it was a bit of a pain. No prims this time !!!
I guess patience is a virtue :poly121: